<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: (x,y,z,w) in OpenGL/Direct3D (Homogeneous Coordinates)</title>
	<atom:link href="http://andrewharvey4.wordpress.com/2008/09/29/xyzw-in-opengldirect3d-homogeneous-coordinates/feed/" rel="self" type="application/rss+xml" />
	<link>http://andrewharvey4.wordpress.com/2008/09/29/xyzw-in-opengldirect3d-homogeneous-coordinates/</link>
	<description></description>
	<lastBuildDate>Fri, 11 Dec 2009 03:27:47 +0000</lastBuildDate>
	<generator>http://wordpress.com/</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Andrew Harvey</title>
		<link>http://andrewharvey4.wordpress.com/2008/09/29/xyzw-in-opengldirect3d-homogeneous-coordinates/#comment-135</link>
		<dc:creator>Andrew Harvey</dc:creator>
		<pubDate>Sat, 13 Jun 2009 00:08:09 +0000</pubDate>
		<guid isPermaLink="false">http://andrewharvey4.wordpress.com/?p=9#comment-135</guid>
		<description>Yeh, that course looks great. I hope I can find space to do it.</description>
		<content:encoded><![CDATA[<p>Yeh, that course looks great. I hope I can find space to do it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rupert</title>
		<link>http://andrewharvey4.wordpress.com/2008/09/29/xyzw-in-opengldirect3d-homogeneous-coordinates/#comment-134</link>
		<dc:creator>Rupert</dc:creator>
		<pubDate>Fri, 12 Jun 2009 16:30:45 +0000</pubDate>
		<guid isPermaLink="false">http://andrewharvey4.wordpress.com/?p=9#comment-134</guid>
		<description>If you are interested in learning more about this, you should take MATH5785 Geometry next time it runs</description>
		<content:encoded><![CDATA[<p>If you are interested in learning more about this, you should take MATH5785 Geometry next time it runs</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Andrew Harvey</title>
		<link>http://andrewharvey4.wordpress.com/2008/09/29/xyzw-in-opengldirect3d-homogeneous-coordinates/#comment-23</link>
		<dc:creator>Andrew Harvey</dc:creator>
		<pubDate>Wed, 03 Dec 2008 01:15:13 +0000</pubDate>
		<guid isPermaLink="false">http://andrewharvey4.wordpress.com/?p=9#comment-23</guid>
		<description>(I think, though am not sure) Because if you have a matrix A times a vector B of dimension 4, then the matrix A will need to have 4 columns for the multiplication to make sense, and it will have 4 rows (probably) because the resulting vector needs 4 rows. I&#039;m not to sure but some perspective transformations utilise this.</description>
		<content:encoded><![CDATA[<p>(I think, though am not sure) Because if you have a matrix A times a vector B of dimension 4, then the matrix A will need to have 4 columns for the multiplication to make sense, and it will have 4 rows (probably) because the resulting vector needs 4 rows. I&#8217;m not to sure but some perspective transformations utilise this.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: _Felix</title>
		<link>http://andrewharvey4.wordpress.com/2008/09/29/xyzw-in-opengldirect3d-homogeneous-coordinates/#comment-22</link>
		<dc:creator>_Felix</dc:creator>
		<pubDate>Tue, 02 Dec 2008 21:11:01 +0000</pubDate>
		<guid isPermaLink="false">http://andrewharvey4.wordpress.com/?p=9#comment-22</guid>
		<description>OK, but why do matrices in openGL have sixteen values, rather than twelve? What are the other four?</description>
		<content:encoded><![CDATA[<p>OK, but why do matrices in openGL have sixteen values, rather than twelve? What are the other four?</p>
]]></content:encoded>
	</item>
</channel>
</rss>
